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authorAnsariel <ansariel.hiller@phoenixviewer.com>2024-06-11 15:40:09 +0200
committerAnsariel <ansariel.hiller@phoenixviewer.com>2024-06-11 15:40:09 +0200
commit1ebf62e102cb3f328aa90809f7f5060b8f065db1 (patch)
tree9283413e8c53d794f94200f2b9350b70ecc2fe49 /indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
parentd9789bfaf230e301873bd700f6f360d306dc2486 (diff)
Clean up line endings that got mangled up during last merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
index f6bef1e498..a5a37d80dd 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
@@ -43,7 +43,7 @@ void main()
float depth = getDepth(tc.xy);
if (above_water > 0)
- {
+ {
// we want to depth test when the camera is above water, but some GPUs have a hard time
// with depth testing against render targets that are bound for sampling in the same shader
// so we do it manually here
@@ -60,5 +60,5 @@ void main()
vec4 fogged = getWaterFogView(pos.xyz);
frag_color = max(fogged, vec4(0)); //output linear since local lights will be added to this shader's results
-
+
}